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Uac5 Hotfix


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#21 Jonas

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Posted 22 November 2012 - 11:52 AM

put them back the way they where before the hot fix! ITS HOW A RAPID FIRING WEAPON SHOULD HAVE BEEN! They gould have just adjust the amount of damage they do per shot and it would have been fine

#22 New Day

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Posted 22 November 2012 - 12:08 PM

Works fine for me, sometimes they jam sometimes I can go through the whole match without jamming.

#23 StainlessSR

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Posted 22 November 2012 - 12:10 PM

They went from .1 to .25 on jam chance, mabey .15 / .18 would be a good number to try?

#24 LethalMezzle

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Posted 22 November 2012 - 12:16 PM

Correct me if I'm wrong, but doesn't the UAC/5 only jam if you use the double shot?

If this is still the case, maybe you should try not holding the trigger down incessantly. Nevertheless, going from a 1/10 chance to a 1/4 chance seems a bit extreme. They needed a higher jam chance, but not this high.

#25 Clay Pigeon

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Posted 22 November 2012 - 12:19 PM

The gun needs to not doubleshot unless you double click. There. Fixed it.

#26 River Walker

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Posted 22 November 2012 - 12:26 PM

If it work fix's it so its CRAP again is the PGI mantra. Thanks for FOCKING it up again PGI.

Edited by River Walker, 22 November 2012 - 12:26 PM.


#27 Trauglodyte

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Posted 22 November 2012 - 12:26 PM

View PostClay Pigeon, on 22 November 2012 - 12:19 PM, said:

The gun needs to not doubleshot unless you double click. There. Fixed it.


This is the way it currently works. You press the button, it fires once. You hold the weapon, it fires twice. Now, there is a delay when you press it because it'll fire once, recycle, and then double fire. And if you hit your "alpha" button, it'll double fire regardless.

People whining about this is kind of comical. If you want to do 10 damage every shot, buy the AC/10. If you want the added range, lighter weight, and the ability to sometimes, when you need it, do 10 damage then go with the UAC/5. If it jams cause you're a drooling fool that wants all of the benefits and none of the drawbacks, then don't ***** cause the weapon is working as needed. The added chance to jam was there because everyone was laying on the double fire and able to decimate. Welcome to balance.

#28 StainlessSR

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Posted 22 November 2012 - 12:30 PM

running two of them if it jammed you were ok for unjam delay under old chance of jam (was op tho, you have to admit that) under new jam rate it jams unjams jams again, making it useless to mount in a ballistic only build. A slightly higher chance to jam would be ok but the rate of 1 in 4 in theory (about 80% in practice) is overdone.

#29 Havyek

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Posted 22 November 2012 - 12:32 PM

What I don't understand, is PGI implements the UAC5 with mechanics that make people have to think about how they use it, risk vs. rewards type of thing.

But then they talk about implementing 3rd person because some people are too stupid to tell the difference between the way they're traveling and the way they're facing?

#30 Elder Thorn

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Posted 22 November 2012 - 12:33 PM

View PostStainlessSR, on 22 November 2012 - 11:25 AM, said:

Well UAC5 went from op back to junk, the auto unjam is nice but they jam on every 2nd or 3rd double shot, everyone switch back to ac5 or ac2.


maybe its not meant to be doubletapped every 1st shot?

#31 hashinshin

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Posted 22 November 2012 - 12:38 PM

View PostElder Thorn, on 22 November 2012 - 12:33 PM, said:


maybe its not meant to be doubletapped every 1st shot?

for the love of god, you're not TT players, you're canon masturbator players. At least TT players have the dignity to not try to thrust the canon in to every thread.

People will 100% use and expect the UAC/5 to be shot every chance possible. If you don't like it go read a book where it jams.

#32 Elder Thorn

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Posted 22 November 2012 - 12:44 PM

View Posthashinshin, on 22 November 2012 - 12:38 PM, said:

for the love of god, you're not TT players, you're canon masturbator players. At least TT players have the dignity to not try to thrust the canon in to every thread.

People will 100% use and expect the UAC/5 to be shot every chance possible. If you don't like it go read a book where it jams.


correct, i am not a TT player. In Addition, i have no ******' idea of canon. Your point under the quote box with text from me in it is invalid + you are trying to insult me and look stupid now after those facts got revealed about me.

o7

Edited by Elder Thorn, 22 November 2012 - 12:44 PM.


#33 Stimbles

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Posted 22 November 2012 - 12:45 PM

I'd like to have either a toggle or to fast fire only on a double tap with an increasing jamming rate on every successive double fire.

#34 Dagger906

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Posted 22 November 2012 - 12:46 PM

View PostStainlessSR, on 22 November 2012 - 12:10 PM, said:

They went from .1 to .25 on jam chance, mabey .15 / .18 would be a good number to try?


No. No number is good enough. MWO jam system itself is broken.

Gun jamming on your 1st shot, or never jams if you're lucky enough, is broken.

They need to port MW4 Rotary AC's variable percentage jam system. 0% jam for 1st shot, 100% jam for 10th shot, with 5 sec cooldown for clearing count.

I don't know why devs refuse to adopt what's already perfectly balanced from previous MW games, opting to come up with their own broken systems instead. It's moronic.

Edited by Dagger906, 22 November 2012 - 12:47 PM.


#35 Bully_Hayes

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Posted 22 November 2012 - 12:53 PM

Had 21 jams in 26 attempts to fire my twin UAC/5's firing in non-ultra mode over the course of three matches today after the hot fix.

#36 StainlessSR

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Posted 22 November 2012 - 01:13 PM

View PostDagger906, on 22 November 2012 - 12:46 PM, said:


No. No number is good enough. MWO jam system itself is broken.

Gun jamming on your 1st shot, or never jams if you're lucky enough, is broken.

They need to port MW4 Rotary AC's variable percentage jam system. 0% jam for 1st shot, 100% jam for 10th shot, with 5 sec cooldown for clearing count.

I don't know why devs refuse to adopt what's already perfectly balanced from previous MW games, opting to come up with their own broken systems instead. It's moronic.


I could agree to some system like this. and for anyone who quotes TT shouldn't even regular AC's jam? so get please don't go off on TT says even regular AC's are supposed to have a SMALL chance to jam and then be useless for the rest of the match so since we are nowhere close to tabletop on this issue don't use it to justify yourself.

#37 Havyek

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Posted 22 November 2012 - 01:18 PM

The UAC5 should jam otherwise there is no reason to use the AC5 over it, however I had RNG and dice rolls in a video game.

I don't care if the UAC5 is 100% guaranteed to jam every 2nd double shot, there should be an indicator somewhere on your HUD that indicates weapon status, and allow a skilled pilot to either go shot, double shot, shot, double shot and never have it jam, or allow it to cool down so it doesn't jam, or something else based off of pilot skill.
That said, if the pilot isn't paying attention and allows the gun to jam, I would be in favour of a large penalty, like a 20-30s long jam while the gun clears.

Basically give me enough rope to either hang myself, or hang the enemy.

Edited by BDU Havoc, 22 November 2012 - 01:18 PM.


#38 Weaselball

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Posted 22 November 2012 - 01:30 PM

Good. They feel better now - not perfect, but better.

A 25% chance to jam is an ok temporary fix. Now you have to think before shooting rather than "oh I'll just hold the weapon down and win without caring much about the weapon jamming."

A better, permanent solution would be something like after the 2nd or 3rd consecutive shot the jam rate starts to increase exponentially. Like a 10% chance for the first 3 shots. Then 4th shot 20% then 30% then 40% etc etc, and have the weapon jam for a solid 5 seconds (rather than the 3~5 now). If you stop firing for 1 or 1.5 seconds the jam rate drops back down to 10%.

The ultra AC5 in the Tabletop wasn't ever that great of a weapon. You had a 50% chance to miss on the 2nd shot even if you hit, and if you rolled snake-eyes the weapon jammed indefinitely - no unjamming it. I know that this game isn't balanced around TT values, but the UAC5 we have now is VASTLY superior to the TT's version, which is good, but it shouldn't completely outshine the AC10 or PPC, which should both theoretically deliver the same amount of damage per second.

#39 StainlessSR

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Posted 22 November 2012 - 02:04 PM

No it is not "an ok temporary fix" it is a bad temporary fix. I am not expecting RAC damage from a UAC, what I am expecting is more dps than a standard which is not being given, with the jam rate you get less than a regular AC5 in dps. With this being so why pay the ton/crit/jam-chance for the UAC? With things set the way they are now this will again be a nonused weapon, infact even those who used it before the upgrade to unjam will no use it as they cannot have a macro to unjam it in .2 seconds of seeing it jammed. The jam chance was .1 since at least 8/24 (the oldest file date I can verify) but now that there is the frak they are suddenly op. The difference is that they are being used by more players, this is the same thing we saw with the guass cat a new mech that is optimized for a weapon system and the cry over it. Was it op in the original implimentation, yes, but .25 does not equate to 1 in 4 double shots making a jam, it is more along the lines of 80% in actual practice in game. Weather or not it outshines the AC10 is not relevent, the AC10 is for 10 points of damage to one spot just like the guass is a pin point damage weapon but AC2 does just as much DPS.

#40 Tompaboy

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Posted 23 November 2012 - 12:22 AM

Why isn't there an official post on this hot fix? I've searched and cant find any.





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